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DigiTaliTan
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Thanks for the feedback! The purge mechanic was implemented right at the very end (to try and circumvent that exact waiting issue), but it could use more tweaking for sure. As it is right now, the respawn bonus is based on time, so collecting and purging is a fast ticket to tons of guns (and therefor destroying the wall quicker).
I'm not sure if I'm doing something wrong, but I die before I can seemingly accomplish anything. Also, everything moves super fast (except for movement) and I'm a little overwhelmed by all the unexplained things going on in the UI. Could have potential if things were explained a little better and there was better feedback on what you're doing.
This is a great short puzzle platformer. I actually liked the style where everything was just a black box instead of a sprite - it made it more abstract and maybe less jarring to imagine a character changing size a bunch? Though, I don't know what the original artistic intent was. I think it's good as it is. With more puzzles and mechanics, this would be a fun full game.
This game is really polished and feels great to play! I think the climbing mechanics on their own are strong enough that you could easily expand this into a full (short) game and sell it. I really felt like I had to make intelligent decisions on where to approach from as I climbed, which was really satsfying when it worked out in my favor.
Satisfying little kind-of-tower-defense game. I like how the music changes with the increasing scale. I think it would be really interesting if there was any sort of multi-scale defense management, but right now it's entirely just place a few of the biggest fire breather units and wait the round out, repeat.
I think the concept has a lot of potential! But, it's lacking refinement. A puzzle game where you play as a wizard with scaling magic sounds like a great time! Maybe ditching the orb shooting stuff, focusing on the scaling puzzles, and adding any sort of "you've done this correctly" feedback (plus working on depth / scale perception issues) would make this is great little game.
Good potential for a flash-game like experience! It handles alright, but as it is it kind of feels like you're at the whims of RNG and don't have much decision making despite the jump and dash buttons. My strategy was mostly just to never jump or dash, except for jumping over pits and obvious clumps of obstacles stacked on top of eachother (usually it was just better to take the hits and built up snow from the ground instead of jump over and give up the snow buildup).
Super fun little wave defence game! Feels like playing lemmings or pikmin. The music is both fun and a little nostalgic sounding somehow, but also a little grating at times. I think this is a nice little experience with a great vibe. I like watching all the little caiis jumping around on top of eachother.
Feels like it would make for a great gameboy game, lol! Cool style. I also love that logo!
It's pretty easy once you figure it out. My score was 480,000 and only lost because I got tripped up when the shape spawned in the starting tile. Maybe a bigger variety of shapes, or multiple shapes appearing with different score value for quick decision making would make the game more engaging?
Interesting game, trying to figure out the best way to section off chunks of land to burn for carbon. Figuring out the controls (specifically how digging works, and that I needed to click on the carbon request box to share it) was a little unintuitive. It would be nice if there was a display with how much carbon you had available, because I would just burn a chunk or two and click on the carbon donation to see if it worked. Also, the game is unfortunately quite laggy.
Really cool style (those PS1 shaders are on crack)! I love the theming and mood, and I get the point is all moral ambiguity and all that, but the gameplay itself is very slow and doesn't give a lot of feedbacl. I kind of wish we could add notes to our clipboard, and run and jump, because it's a lot of simple walking and remembering and finding. It's still a great atmosphere to walk around in, though.
Super fun as a speedrun game! Routing is fun, because sometimes you want to weigh whether to get materials to craft something or just try and run through with wall jumping spam. Unfortunately, there's a bug that makes it all completely trivial because you can fly by holding shift and jumping anywhere! I got WR times the normal way on the first 6 levels + the first bonus level before finding that out.
Feels like a classic flash game which is fun and a little nostalgic! Very tough game to play properly, but seemingly infinite score is exploitable by just spamming placing pieces. Maybe a placing cooldown, more forgiving pieces, and proper lose condition would make the game more engaging and tactical?